Vanquil's Increased Metabolism
(Alteration)

Range:  10 feet
Components:  V, S, M
Duration:  1 hour per level
Casting Time:  5 rounds
Area of Effect:  One person
Saving Throw:  None

This spell increases the recipient's metabolism and reflexes, improving performance in combat. The recipient receives a temporary +1 bonus to Strength, Dexterity, and Constitution, and give a +2 bonus to initiative. Also, saving throws versus death magic or breath weapon receive a +1 bonus. Finally, the recipient gets a +1 bonus against being surprised.
The spell has some drawbacks and limitations. A wizard cannot have more than one of these spells active per every six levels (2 at twelfth level, 3 at eighteenth level, etc.). The recipient can have only one of these spells cast upon him at any time: having another cast causes a heart attack (save versus death magic with no bonuses, or die instantly). Only the first casting's benefits applies if the person lives, but the penalties are cumulative.
The recipient feels energized while the spell is active, but extremely tired and weak after it ends. For every hour after the spell expires that the recipient does not get a full night's sleep, he has a cumulative -1 penalty to Strength and Constitution, plus a constant penalty of -1 for being surprised and a -2 penalty to initiative.
Also, the recipient cannot fall asleep while increased metabolism is in effect. Any applicable penalties for sleep deprivation apply when the spell ends: wizards and priests under this spell cannot rest to re-learn spells, nor can psionicists regain PSPs. Sleep inducing magics, psionics, and poisons still work normally, and the recipient can still be rendered unconscious from damage received. The recipient must also eat and drink twice as much as he normally would.
The material component is blood from a quickling, or any non-undead regenerating creature. This spell was created to give higher level wizards and necromancers a way to empower minions without the use of animate dead.

